/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h
Create a new Actor Blueprint and add the supplied asset to it.
static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintUsingAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, bool bOpenInEditor )